DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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Male Human Cleric 5 / Inheritor's Crusader 1

Oh? I thought he was hit by at least an attack already - didn't Wart hit him?

If not, here goes...

Seeing Kevorin wounded, Valeron glances about the combat, and prays to Iomedae to heal his companions lest they fall to the tiefling.

Channel Energy: 2d6 ⇒ (2, 6) = 8


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

1/27 Damage

Power attacking anyway...

1d20 + 7 ⇒ (20) + 7 = 27
2d6 + 8 ⇒ (2, 5) + 8 = 15

1d20 + 7 ⇒ (7) + 7 = 14
2d6 + 8 ⇒ (2, 2) + 8 = 12

Fails to confirm sadly.


Male Halfling Alchemist : 4

DM Talomyr:
You wrote wrote:
Which is it, do you have a bomb left or not?

and what Alexander wrote is correct. I did make a mistake on my calculations from how many I get a day. That was my fault. If you do not want to allow me to use that last one because I wasn't aware of it at the start of combat, I completely understand. I will change my action to shooting his crossbow again if that last bomb is not available. Please note, that if you allow it, that REALLY is my last one for the day.

Alternate action if bomb not available:
Wart hoots in annoyance at his last shot missing, reloads his crossbow and fires again.
  • Crossbow shot: 1d20 + 7 ⇒ (4) + 7 = 11
  • Damage if applicable: 1d6 ⇒ 2
  • Roll to see if bolt survives if shot misses: 1d100 ⇒ 86 1-49=Recoverable; 50-100 = Lost/Broken
  • Bolts: 7/10: 3 Broken
EDIT:+1 Broken, and Doh!

Grand Lodge

The bomb is fine, I was simply confused because of what you had said earlier. I feel like I know you guys well enough at this point to trust you all to be honest with the game.

As soon as I get an action from Kevorin, I'll put up a round 14 update.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kevorin, back to a grand total of 1 hit point, stands up and moves out of channeling range of Pavaleen, pulling out his crossbow as he moves.


Just to have it on the new page:

MAP LINK

Grand Lodge

Valeron channels the healing energies of his goddess to aid the party.

Addie commands the celestial dog to attack Pavaleen, while attempting to send the priest of Asmodeus into a magical sleep. As much as the canine tries, he is unable to penetrate the cleric's armor.

Wart lobs a bomb at the large cleric, covering the priest in fiery liquid.

Kevorin takes advantage of Pavaleen's distraction to get to his feet and fall back out of range of the cleric's infernal energies.

The inquisitor rushes into the room, pressing the attack, landing a thunderous blow on Pavaleen, causing the cleric to briefly stagger.

Waves of dark energy emmanate from Pavaleen as he calls upon the power of his dark god.

I need DC 15 will saves from everyone but Kevorin.

CNE:3d6 ⇒ (1, 6, 3) = 10 If you fail the save take 10 damage, 5 if you make the save. You all are up. Time to finish him off.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim takes another swing at the armoured subject of his wrath, swinging his mace down towards the cleric's armoured head.

Power attack baby... He's doing too much damage to play it safe.

1d20 + 7 ⇒ (20) + 7 = 27 Attack Roll
2d6 + 8 ⇒ (1, 1) + 8 = 10 Damage

Oh, and save for the Channel-

1d20 + 7 ⇒ (10) + 7 = 17

Crit confirm?

1d20 + 7 ⇒ (15) + 7 = 22
2d6 + 8 ⇒ (4, 1) + 8 = 13


Male Halfling Alchemist : 4

Will save: 1d20 + 2 ⇒ (20) + 2 = 22

NOT TODAY MAMMNON!

DM Talomyr:
HP: 5/22! You are so close!


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Light Crossbow Attack: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3


Round Fifteen:
Addie's Will save: 1d20 + 5 ⇒ (10) + 5 = 15
Celestial Dog's Will save: 1d20 + 1 ⇒ (3) + 1 = 4

The celestial dog gives a pained howl and disappears in a flash of light.

Addie grimaces in pain as she steps around the corner to gain a better view of the large evil priest. The young witch glares at the evil priest and curses him in the name of The Gentleman, instilling a sense of dread and doubt in the tiefling's mind.

Move action to square X-12.
Standard action to use Evil Eye Hex on evil priest to instill -2 penalty to AC. Duration 7 rounds; Will DC 15 to reduce duration to 1 round.

Grand Lodge

Looking for a post from Valeron, since he is first in the initiative order. After I have that I will post a round summary.

Grand Lodge

Hmmm...no sign of Valeron, so I'll take his actions for him.

Valeron casts Heat Metal on Pavaleen's armor, with what appears to be no effect.

Addie glares at the priest, and while not as effective as she would like, causes a brief moment of doubt in the Asmodean priest's mind.

Wart loads his crossbow and fires at Pavaleen, but the bolt bounces off of the cleric's shield.

Kevorin likewise fires a crossbow bolt in the direction of the priest, but the half-orc's battered frame is unable to hold the crossbow steady enough to make a clean shot.

The distractions from the other's attacks are all that Morghrim needs as the inquisitor's mace comes crashing down on Pavaleen's head, caving in the cleric's skull.

Pavaleen's heavily armored body slumps to the ground, dead.

Rolls:

Will Save vs. Heat Metal:1d20 + 8 ⇒ (14) + 8 = 22
Will Save vs. Evil Eye:1d20 + 8 ⇒ (8) + 8 = 16
Wart Crossbow:1d20 + 5 ⇒ (13) + 5 = 18
Damage:1d6 ⇒ 2


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kevorin's crossbow clatters to the ground and he slumps over to lie on the floor looking up at the ceiling. Wounds from seven or eight different sources score his body, his clothes are torn, his hair matted with blood.

After a few moments of heaving breath, he pushes himself up and moves into the room to retrieve his crossbow bolt (1 it's okay: 1d2 ⇒ 1).

He looks down sadly at Bron's body.

"Damn it."


Male Human Cleric 5 / Inheritor's Crusader 1

Will vs CNE: 1d20 + 6 ⇒ (20) + 6 = 26

I actually used Heat Metal already, but doesn't look like the battle would have changed much with that.

Valeron continues to dwell on the casualties this day in facing Palaveen as he rushes to Bron's side, kneels and begins to apply whatever first aid he can to the fallen cavalier.

Sensing that his death is in fact permanent, he frowns, and closes the man's eyes. "We knew our work in the Westcrown Municipal Defense would eventually have casualties, and it appears Bron is our first..."


"The Brass Dwarf foretells a dark fate for one, which in turn may save all others around him from a greater danger," Addie whispers to herself as she and her companions stand around Bron's fallen form, remembering the Harrow card she drew that morning.

"The cards foretold that one of us would fall, or that all but one would fall," Addie says to her companions. "Although I'm glad that we did not all perish, I'm still sorry that Bron paid the ultimate price."

Addie moves about using the healing wand on her companions.
Kevorin 1: 1d8 + 1 ⇒ (6) + 1 = 7
Kevorin 2: 1d8 + 1 ⇒ (8) + 1 = 9
Kevorin 3: 1d8 + 1 ⇒ (5) + 1 = 6
Wart 1: 1d8 + 1 ⇒ (8) + 1 = 9
Wart 2: 1d8 + 1 ⇒ (6) + 1 = 7
Anyone else need healing?

EDIT: Sure, NOW the blasted wand works well!


Addie helps Valeron prepare Bron's body for the trip back to the surface. "Let's look around and see if we can find something that can help us carry his body back," Addie suggests. "We should see that he receives a hero's burial. As for the rest of this scum," she says as she surveys the fallen tieflings, her tone chill, "I say we take their heads to the Dottari as proof that the Bastards of Erebus have been eliminated."

Okay, now it's time to loot the bodies!

Grand Lodge

After looting the bodies of the tieflings you find the following:

10 sets leather armor
1 set masterwork studded leather
1 masterwork full plate
1 masterwork heavy shield
A set of bracers
1 masterwork heavy mace
1 masterwork staff
1 alchemical silver dagger
10 light crossbows
10 longswords
10 daggers
5 vials of liquid
1 wand
1 ring
550 gp
750 sp
800 cp


Addie casts Detect Magic and examines the items taken from the tieflings.

Grand Lodge

10 sets leather armor
1 set masterwork studded leather
1 masterwork full plate*
1 masterwork heavy shield
A set of bracers*
1 masterwork heavy mace*
1 masterwork staff
1 alchemical silver dagger*
10 light crossbows
10 longswords
10 daggers
5 vials of liquid*
1 wand*
1 ring*
550 gp
750 sp
800 cp

* = radiates as magical


Addie carefully studies each object that radiates a magical aura in order to determine the school of magic involved and to identify the object's properties.

Knowledge (arcana) checks to determine school of magic for each object, and Spellcraft checks to identify properties.

Masterwork Full Plate: Know (arcana): 1d20 + 10 ⇒ (17) + 10 = 27; Spellcraft 1d20 + 10 ⇒ (12) + 10 = 22

Set of Bracers:Know (arcana): 1d20 + 10 ⇒ (18) + 10 = 28; Spellcraft 1d20 + 10 ⇒ (2) + 10 = 12

Masterwork Heavy Mace:Know (arcana): 1d20 + 10 ⇒ (9) + 10 = 19; Spellcraft 1d20 + 10 ⇒ (7) + 10 = 17

Alchemical Silver Dagger:Know (arcana): 1d20 + 10 ⇒ (13) + 10 = 23; Spellcraft 1d20 + 10 ⇒ (3) + 10 = 13

Vial of Liquid #1:Know (arcana): 1d20 + 10 ⇒ (13) + 10 = 23; Spellcraft 1d20 + 10 ⇒ (18) + 10 = 28

Vial of Liquid #2:Know (arcana): 1d20 + 10 ⇒ (20) + 10 = 30; Spellcraft 1d20 + 10 ⇒ (4) + 10 = 14

Vial of Liquid #3:Know (arcana): 1d20 + 10 ⇒ (16) + 10 = 26; Spellcraft 1d20 + 10 ⇒ (2) + 10 = 12

Vial of Liquid #4:Know (arcana): 1d20 + 10 ⇒ (5) + 10 = 15; Spellcraft 1d20 + 10 ⇒ (19) + 10 = 29

Vial of Liquid #5:Know (arcana): 1d20 + 10 ⇒ (2) + 10 = 12; Spellcraft 1d20 + 10 ⇒ (17) + 10 = 27

Wand:Know (arcana): 1d20 + 10 ⇒ (3) + 10 = 13; Spellcraft 1d20 + 10 ⇒ (13) + 10 = 23

Ring:Know (arcana): 1d20 + 10 ⇒ (9) + 10 = 19; Spellcraft 1d20 + 10 ⇒ (12) + 10 = 22


Watching Addie separate some items from the general pile, Wart goes over and watches her, making verbal notes himself, assisting her in identification of the mundane items, but also trying to identify the liquids himself. He also stands, and tosses out random bits of theory he has picked up on the knowledge of arcana to assist Addie.

Identifying Skill checks::

  • Masterwork Full Plate: Aid Another Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
  • Set of Bracers: Aid Another Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
  • Masterwork Heavy Mace: Aid Another Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
  • Alchemical Silver Dagger: Aid Another Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
  • Vial of Liquid 1: Craft (Alchemy) to Identify: 1d20 + 9 ⇒ (10) + 9 = 19
  • Vial of Liquid 2: Craft (Alchemy) to Identify: 1d20 + 9 ⇒ (4) + 9 = 13
  • Vial of Liquid 3: Craft (Alchemy) to Identify: 1d20 + 9 ⇒ (5) + 9 = 14
  • Vial of Liquid 4: Craft (Alchemy) to Identify: 1d20 + 9 ⇒ (2) + 9 = 11
  • Vial of Liquid 5: Craft (Alchemy) to Identify: 1d20 + 9 ⇒ (3) + 9 = 12
  • Wand: Aid Another Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
  • Ring: Aid Another Spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12

Got the +2 bonus to spellcraft for:

  • Masterwork Full Plate
  • Set of Bracers
  • Masterwork Heavy Mace
  • Alchemical Dagger
  • Wand
  • Ring

Aid Another Knowledge Arcana checks:


  • Masterwork Full Plate: Aid Another Knowledge: 1d20 + 3 ⇒ (18) + 3 = 21
  • Set of Bracers: Aid Another Knowledge: 1d20 + 3 ⇒ (14) + 3 = 17
  • Masterwork Heavy Mace: Aid Another Knowledge: 1d20 + 3 ⇒ (15) + 3 = 18
  • Alchemical Silver Dagger: Aid Another Knowledge: 1d20 + 3 ⇒ (3) + 3 = 6
  • Vial of Liquid 1: Aid Another Knowledge: 1d20 + 3 ⇒ (1) + 3 = 4
  • Vial of Liquid 2: Aid Another Knowledge: 1d20 + 3 ⇒ (2) + 3 = 5
  • Vial of Liquid 3: Aid Another Knowledge: 1d20 + 3 ⇒ (10) + 3 = 13
  • Vial of Liquid 4: Aid Another Knowledge: 1d20 + 3 ⇒ (17) + 3 = 20
  • Vial of Liquid 5: Aid Another Knowledge: 1d20 + 3 ⇒ (16) + 3 = 19
  • Wand: Aid Another Knowledge: 1d20 + 3 ⇒ (2) + 3 = 5
  • Ring: Aid Another Knowledge: 1d20 + 3 ⇒ (1) + 3 = 4

Got the +2 bonus to knowledge (arcana) for:

  • Masterwork Full Plate
  • Set of Bracers
  • Masterwork Heavy Mace
  • Vial of Liquid 3
  • Vial of Liquid 4
  • Vial of Liquid 5

Actually can one aid another with untrained checks? if not, disregard the last section on aid another k(arcana) checks and results.


Male Halfling Alchemist : 4

Checks to Identify:

  • Masterwork Full Plate: Aid another Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
    Set of Bracers: Aid another Spellcraft: 1d20 + 9 ⇒ (2) + 9 = 11
    Masterwork Heavy Mace: Aid another Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
    Alchemical Silver Dagger: Aid another Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
    Vial of Liquid #1: Aid another Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
    Vial of Liquid #2: Aid another Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
    Vial of Liquid #3: Aid another Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
    Vial of Liquid #4: Aid another Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
    Vial of Liquid #5: Aid another Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
    Wand: Aid another Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
    Ring: Aid another Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24

+2 bonus to Addie for Spellcraft checks on all checks!

Checks for Knowledge (Arcana):

  • Masterwork Full Plate: Aid another K(Acana): 1d20 + 3 ⇒ (2) + 3 = 5
    Set of Bracers: Aid another K(Acana): 1d20 + 3 ⇒ (9) + 3 = 12
    Masterwork Heavy Mace: Aid another K(Acana): 1d20 + 3 ⇒ (6) + 3 = 9
    Alchemical Silver Dagger: Aid another K(Acana): 1d20 + 3 ⇒ (15) + 3 = 18
    Vial of Liquid #1: Aid another K(Acana): 1d20 + 3 ⇒ (12) + 3 = 15
    Vial of Liquid #2: Aid another K(Acana): 1d20 + 3 ⇒ (15) + 3 = 18
    Vial of Liquid #3: Aid another K(Acana): 1d20 + 3 ⇒ (20) + 3 = 23
    Vial of Liquid #4: Aid another K(Acana): 1d20 + 3 ⇒ (2) + 3 = 5
    Vial of Liquid #5: Aid another K(Acana): 1d20 + 3 ⇒ (9) + 3 = 12
    Wand: Aid another K(Acana): 1d20 + 3 ⇒ (19) + 3 = 22
    Ring: Aid another K(Acana): 1d20 + 3 ⇒ (18) + 3 = 21

+2 bonus to Addie for Knowledge (Arcana) on:

  • Set of Bracers
  • Alchemical Silver Dagger
  • Vial of Liquid #1
  • Vial of Liquid #2
  • Vial of Liquid #3
  • Vial of Liquid #5
  • Wand
  • Ring

Actually can one aid another with untrained checks? if not, disregard the last section on K(arcana) checks.


Male Halfling Alchemist : 4

In game description for above checks:

Wart helps Addie seperate items, once the bodies have been divested of all earthly goods. He sets aside all the ones she points at, and then helps her identify them, offering tidbits and suggestions as they talk quickly and quietly about each item. He glances over at Bron's corpse several times, his eyes misting every time he does so.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim pauses to pay his respects to the fallen Hellknight.

I did not know him well, but he appeared to be a stout man. At least I was able to avenge him...

Morghrim would very much like the full plate- will be taking the heavy armour prof feat soon. Don't think anyone else is likely to want it unless Valeron is planning the same?


Male Halfling Alchemist : 4

Wart takes a moment to look up, and whisper,

"We still got two more doors to check out..."

RE: L11, AC13 on the map

Grand Lodge

I don't have my notes here at work with me, so I will post an update on the items tonight.

Grand Lodge

After studying the items, Addie and Wart determine the following.

1 masterwork full plate = +1 full plate
A set of bracers = magical moderate conjuration, otherwise unknown
1 masterwork heavy mace = +1 heavy mace
1 alchemical silver dagger = minor transmutation, otherwise unknown
vials of liquid #1 = Potion of Cure Light Wounds
vials of liquid #2 = Potion of Cure Light Wounds
vials of liquid #3 = unknown
vials of liquid #4 = Potion of Cure Moderate Wounds
vials of liquid #5 = Poition of Invisibility
1 wand = Wand of Magic Missiles CL 1st
1 ring = Ring of Feather Fall


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Valeron or Kevorin you take the mace? Morghrim has +1 already. Valeron can you confirm if you have any interest in the full plate i.e. are you taking heavy armour proficiency at 5th?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kevorin would certainly be interested in the magical mace, but only to sell to help get himself a magical great axe.


Male Halfling Alchemist : 4

Kind of at a decision point here, I presume. We gonna clear out the rest of this place, or at least check it out...or are we gonna drag the loot back and come back later?

My vote is to at least check out those other doors to ensure that we are not overlooking any of these Bastards. Ha!


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

I thought anything we find and sell the proceeds are split? But I agree, sell if Valeron doesn't want it so we all get some jink jink. Morghrims up for exploring the rest of the place, hes out of spells and judgement but is on full HP and can still bash things about the head.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron's not at the moment looking to don full plate, so we can sell it...


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Valeron Legis wrote:
Valeron's not at the moment looking to don full plate, so we can sell it...

I'd like to claim it in that case, i'll be taking the proficiency as my next feat. Take it out of my loot share. Did you want the mace or not, we needed to know that. Either Valeron takes it or we sell.


I still have a few spells and scrolls left, so I'm up for checking out these last few rooms to make sure we're not leaving anyone or anything behind.

I'm down by 7 hp; does anyone else need healing? Does Valeron want to use a Channel? Otherwise I'll use the healing wand.

Does anyone mind if I take the Wand of Magic Missile? I may be able to use it with UMD.

Grand Lodge

So what's it gonna be?


Male Halfling Alchemist : 4

I vote that we at least peak through those doors...

Addie, at least from me, go ahead with the wand...my UMD is for more backup to your abilities anyhow.


Let's check the door at AC-13.


Male Human Cleric 5 / Inheritor's Crusader 1

I believe I used all 6 channels for today. I also am not interested in the mace - Iomedan longsword forever!

Grand Lodge

The party moves past the fallen body of the Asmodean priest, as the body begins to revert to its normal size, and opens a door. Beyond the door lies a narrow, steeply inclined, wooden stairwell leading up to a trap door.

After examining the trap door, Kevorin, determines that the door is safe to open. Opening the door, you see an empty room in what you assume is one of the many abandoned houses in the area.

Where to next?


Let's check the door at L-11 and the door at V-28 just to make sure we've checked all previously unopened doors.

Addie still advocates taking the heads of all of the tieflings as proof for the authorities. Also, let's try to find their living quarters and search for any incriminating documents [metagame](groups like this always have incriminating documents)[/metagame].

Grand Lodge

The next doorway you try appears much as the first, with a narrow, steeply inclined, wooden stairwell leading up to a trap door.

After examining the trap door, Kevorin opens the door into another living quarters. It seems that when you were approaching, the Bastards were all altered to your presence, and filed down into the lower chambers to face you.

Upon reaching the door in the crypt section of the tunnels, below the temple of Abadar, you find the last remaining door to be solidly locked.

This is where I will leave it to you. Do you wish to search the chambers for a key? Pick the lock? Search for traps? Bash the door down? Something entirely different? I await your plan.

Updated Map


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev will start by looking for traps as he has presumably done both times before.

Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Well, with that roll, he definitely finds a trap. Just probably not a real one, only imaginary.

Grand Lodge

Kevorin finds no sign of a trap.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
DM Talomyr wrote:
Kevorin finds no sign of a trap.

There's a shock. Kev will just assume that this door is like the previous two, untrapped, and will attempt to pick the lock.

Disable device (taking 20) = 25


+1 Full Plate Armor - Morghrim
Unknown Bracers, moderate conjuration magic - ?
+1 Heavy Mace - to sell
Alchemical Silver Dagger, minor transmutation magic - ?
Potion of Cure Light Wounds - ?
Potion of Cure Light Wounds - ?
Unknown Potion - ?
Potion of Cure Moderate Wounds - ?
Potion of Invisibility - ?
Wand of Magic Missiles CL 1st - Addie
Ring of Feather Fall - ?

Can I determine how many charges remain in the Wand of Magic Missile?

I vote for Kevorin to take the Potions of Invisibility and Cure Moderate Wounds.

Grand Lodge

Kevorin wrote:
DM Talomyr wrote:
Kevorin finds no sign of a trap.

There's a shock. Kev will just assume that this door is like the previous two, untrapped, and will attempt to pick the lock.

Disable device (taking 20) = 25

Kevorin manages to pick the lock, but as the last tumbler falls, a dart shoots out at the half-orc.

Attack:1d20 + 10 ⇒ (11) + 10 = 21
Damage:1d3 ⇒ 1

Fort Save DC 15 or:
1d3 ⇒ 1 Constitution Damage

Regardless of the save result, Kevorin will need to make another save the following round.


Seeing Kevorin injured by the dart trap, Addie steps forward and touches his shoulder while saying a quick prayer to The Gentleman, infusing the half-orc with a bit of the favor of the witch's otherworldly patron.

Step up next to Wart and cast Guidance on Kevorin to grant him +1 on his Fort save for the next round.


Male Halfling Alchemist : 4

Assuming we survive, I will identify all unidentified items on the morrow with identify extracts.

Wart wrings his hands as Kevorin takes a dart,

"Argh! I am so sorry! I should have helped!"

May I make a craft(alchemy) check to identify the poison?

Grand Lodge

Wart wrote:
May I make a craft(alchemy) check to identify the poison?

Go for it, but the check is at a -5 due to the very small amount of the poison that available to analyze...Kev's got most of it in his bloodstream.

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